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target="_self">czm_viewRotation3D</a></li><li><a href="czm_webMercatorMaxLatitude.html" target="_self">czm_webMercatorMaxLatitude</a></li><li><a href="czm_windowToEyeCoordinates.html" target="_self">czm_windowToEyeCoordinates</a></li><li><a href="czm_XYZToRGB.html" target="_self">czm_XYZToRGB</a></li></div></ul>
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</div>
<div class="nav navStatic"></div>

<div id="main">
    
    <h1 class="page-title">Context</h1>
    
    

<section>
    
<header>
    <h2>
    Context
    </h2>
    
</header>  

<article>
    <div class="container-overview">
    
    
    
        
<dt>
    <h4 class="name" id="Context"><span class="type-signature"></span>new <a href="#Context" class="permalink" target="_self">Context</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: The browser does not support WebGL.  Visit http://get.webgl.org.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: The browser supports WebGL, but initialization failed.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: canvas is required.
</div>

</li>
        </ul>
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 195</li></ul></dd>
	
    -->
    
	
     
	
	
	
	
	<h5>Source:</h5> 
		<ul class="see-list">
			<li><a href='https://github.com/AnalyticalGraphicsInc/cesium/blob/b25xt.js' target="_blank">xt.js</a></li>
		</ul>
	

	
</dl>

	
	<div class="hr"></div>
</dd>

    
    </div>
    
    
    
    
    
    
    
    
    
    
    
    
        <h3 class="subsection-title">Members</h3>
        
        <dl>
            
<dt>
    <h4 class="name" id="options"><span class="type-signature">&lt;constant> </span><a href="#options" class="permalink" target="_self">options</a><span class="type-signature"> :Object</span></h4>
    
    
</dt>
<dd>
    
    <div class="description">
        Returns the read-only options used to create this context.  The <code>webgl</code> property corresponds to the
<a href='http://www.khronos.org/registry/webgl/specs/latest/#5.2'>WebGLContextAttributes</a> object used to
create the WebGL context.  Default values are shown in the code example below.
<p>
<code>options.webgl.alpha</code> defaults to false, which can improve performance compared to the standard WebGL default
of true.  If an application needs to composite Cesium above other HTML elements using alpha-blending, set
<code>options.webgl.alpha</code> to true.
</p>
<p>
<code>options.webgl.failIfMajorPerformanceCaveat</code> defaults to true, which ensures a context is not successfully created
if the system has a major performance issue such as only supporting software rendering.  The standard WebGL default is false,
which is not appropriate for almost any Cesium app.
</p>
<p>
The other <code>options.webgl</code> properties match the WebGL defaults for <a href='http://www.khronos.org/registry/webgl/specs/latest/#5.2'>WebGLContextAttributes</a>.
</p>
<p>
<code>options.allowTextureFilterAnisotropic</code> defaults to true, which enables anisotropic texture filtering when the
WebGL extension is supported.  Check <a href="Context.html#getTextureFilterAnisotropic" target="_self">Context#getTextureFilterAnisotropic</a>.  Setting this to false will improve
performance, but hurt visual quality, especially for horizon views.
</p>
    </div>
    
        
    
        <h5>Example</h5>
        
    <pre class="code brush: js">{
  webgl : {
    alpha : false,
    depth : true,
    stencil : false,
    antialias : true,
    premultipliedAlpha : true,
    preserveDrawingBuffer : false
    failIfMajorPerformanceCaveat : true
  },
  allowTextureFilterAnisotropic : true
}</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 342</li></ul></dd>
	
    -->
    
	
     
	
	
	
	

	
</dl>

	<div class="hr"></div>
</dd>

        </dl>
    
    
    
        <h3 class="subsection-title">Methods</h3>
        
        <dl>
            
<dt>
    <h4 class="name" id="clear"><span class="type-signature"></span><a href="#clear" class="permalink" target="_self">clear</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Executes the specified clear command.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>clearCommand</code></td>
            
            
            <td class="type">
            
                        <a href="ClearCommand.html" target="_self">ClearCommand</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
            
            <td class="description last">The command with which to clear.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>passState</code></td>
            
            
            <td class="type">
            
                        <a href="PassState.html" target="_self">PassState</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
            
            <td class="description last">The state for the current rendering pass.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 2106</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="ClearCommand.html" target="_self">ClearCommand</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createCubeMap"><span class="type-signature"></span><a href="#createCubeMap" class="permalink" target="_self">createCubeMap</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA.

options.source can be {ImageData}, {HTMLImageElement}, {HTMLCanvasElement}, or {HTMLVideoElement}.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: When options.pixelDatatype is FLOAT, this WebGL implementation must support the OES_texture_float extension.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: options.source requires positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ faces.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Each face in options.sources must have the same width and height.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: options requires a source field to create an initialized cube map or width and height fields to create a blank cube map.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Width must equal height.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Width and height must be greater than zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Width and height must be less than or equal to the maximum cube map size.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid options.pixelFormat.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: options.pixelFormat cannot be DEPTH_COMPONENT or DEPTH_STENCIL.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid options.pixelDatatype.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type"><a href="CubeMap.html" target="_self">CubeMap</a></span> 
		
		 DOC_TBA.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1647</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createTexture2D" target="_self">Context#createTexture2D</a></li>
	
		<li><a href="Context.html#createTexture2DFromFramebuffer" target="_self">Context#createTexture2DFromFramebuffer</a></li>
	
		<li><a href="Context.html#createSampler" target="_self">Context#createSampler</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createFramebuffer"><span class="type-signature"></span><a href="#createFramebuffer" class="permalink" target="_self">createFramebuffer</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Creates a framebuffer with optional initial color, depth, and stencil attachments.
Framebuffers are used for render-to-texture effects; they allow us to render to
textures in one pass, and read from it in a later pass.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>options</code></td>
            
            
            <td class="type">
            
                        Object
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
            
            <td class="description last">The initial framebuffer attachments as shown in the examplebelow.  The possible properties are <code>colorTextures</code>, <code>colorRenderbuffers</code>, <code>depthTexture</code>, <code>depthRenderbuffer</code>, <code>stencilRenderbuffer</code>, <code>depthStencilTexture</code>, and <code>depthStencilRenderbuffer</code>.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Cannot have both color texture and color renderbuffer attachments.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Cannot have both a depth texture and depth renderbuffer attachment.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Cannot have both a depth-stencil texture and depth-stencil renderbuffer attachment.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Cannot have both a depth and depth-stencil renderbuffer.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Cannot have both a stencil and depth-stencil renderbuffer.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Cannot have both a depth and stencil renderbuffer.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: The color-texture pixel-format must be a color format.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: The depth-texture pixel-format must be DEPTH_COMPONENT.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: The depth-stencil-texture pixel-format must be DEPTH_STENCIL.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: The number of color attachments exceeds the number supported.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type"><a href="Framebuffer.html" target="_self">Framebuffer</a></span> 
		
		 The created framebuffer.
</div>

         
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">// Create a framebuffer with color and depth texture attachments.
var width = context.getCanvas().clientWidth;
var height = context.getCanvas().clientHeight;
var framebuffer = context.createFramebuffer({
  colorTextures : [context.createTexture2D({
    width : width,
    height : height,
    pixelFormat : PixelFormat.RGBA
  })],
  depthTexture : context.createTexture2D({
    width : width,
    height : height,
    pixelFormat : PixelFormat.DEPTH_COMPONENT,
    pixelDatatype : PixelDatatype.UNSIGNED_SHORT
  })
});</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1804</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createTexture2D" target="_self">Context#createTexture2D</a></li>
	
		<li><a href="Context.html#createCubeMap" target="_self">Context#createCubeMap</a></li>
	
		<li><a href="Context.html#createRenderbuffer" target="_self">Context#createRenderbuffer</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createIndexBuffer"><span class="type-signature"></span><a href="#createIndexBuffer" class="permalink" target="_self">createIndexBuffer</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Creates an index buffer, which contains typed indices in GPU-controlled memory.
<br /><br />
An index buffer can be attached to a vertex array to select vertices for rendering.
<code>Context.draw</code> can render using the entire index buffer or a subset
of the index buffer defined by an offset and count.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>typedArrayOrSizeInBytes</code></td>
            
            
            <td class="type">
            
                        ArrayBufferView
                         | 
                    
                        Number
                        
                    
            </td>
            
            
            
            
            
            <td class="description last">A typed array containing the data to copy to the buffer, or a <code>Number</code> defining the size of the buffer in bytes.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>usage</code></td>
            
            
            <td class="type">
            
                        <a href="BufferUsage.html" target="_self">BufferUsage</a>
                        
                    
            </td>
            
            
            
            
            
            <td class="description last">Specifies the expected usage pattern of the buffer.  On some GL implementations, this can significantly affect performance.  See <a href="BufferUsage.html" target="_self">BufferUsage</a>.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>indexDatatype</code></td>
            
            
            <td class="type">
            
                        <a href="IndexDatatype.html" target="_self">IndexDatatype</a>
                        
                    
            </td>
            
            
            
            
            
            <td class="description last">The datatype of indices in the buffer.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: IndexDatatype.UNSIGNED_INT requires OES_element_index_uint, which is not supported on this system.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: The size in bytes must be greater than zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid <code>usage</code>.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid <code>indexDatatype</code>.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">IndexBuffer</span> 
		
		 The index buffer, ready to be attached to a vertex array.
</div>

         
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">// Example 1. Create a stream index buffer of unsigned shorts that is
// 16 bytes in size.
var buffer = context.createIndexBuffer(16, BufferUsage.STREAM_DRAW,
    IndexDatatype.UNSIGNED_SHORT);

////////////////////////////////////////////////////////////////////////////////

// Example 2. Create a static index buffer containing three unsigned shorts.
var buffer = context.createIndexBuffer(new Uint16Array([0, 1, 2]),
    BufferUsage.STATIC_DRAW, IndexDatatype.UNSIGNED_SHORT)</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1283</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createVertexArray" target="_self">Context#createVertexArray</a></li>
	
		<li><a href="Context.html#createVertexBuffer" target="_self">Context#createVertexBuffer</a></li>
	
		<li><a href="Context.html#draw" target="_self">Context#draw</a></li>
	
		<li><a href="VertexArray.html" target="_self">VertexArray</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGenBuffer.xml'>glGenBuffer</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glBindBuffer.xml'>glBindBuffer</a> with <code>ELEMENT_ARRAY_BUFFER</code></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glBufferData.xml'>glBufferData</a> with <code>ELEMENT_ARRAY_BUFFER</code></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createPickFramebuffer"><span class="type-signature"></span><a href="#createPickFramebuffer" class="permalink" target="_self">createPickFramebuffer</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 2656</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Scene.html#pick" target="_self">Scene#pick</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createPickId"><span class="type-signature"></span><a href="#createPickId" class="permalink" target="_self">createPickId</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Creates a unique ID associated with the input object for use with color-buffer picking.
The ID has an RGBA color value unique to this context.  You must call destroy()
on the pick ID when destroying the input object.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>object</code></td>
            
            
            <td class="type">
            
                        Object
                        
                    
            </td>
            
            
            
            
            
            <td class="description last">The object to associate with the pick ID.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: object is required.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: Out of unique Pick IDs.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Object</span> 
		
		 A PickId object with a <code>color</code> property.
</div>

         
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">this._pickId = context.createPickId({
  primitive : this,
  id : this.id
});</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 2719</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getObjectByPickColor" target="_self">Context#getObjectByPickColor</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createRenderbuffer"><span class="type-signature"></span><a href="#createRenderbuffer" class="permalink" target="_self">createRenderbuffer</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>options</code></td>
            
            
            <td class="type">
            
                        Object
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
            
            <td class="description last">DOC_TBA.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid format.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Width must be greater than zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Width must be less than or equal to the maximum renderbuffer size.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Height must be greater than zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Height must be less than or equal to the maximum renderbuffer size.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">createRenderbuffer</span> 
		
		 DOC_TBA.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1825</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createFramebuffer" target="_self">Context#createFramebuffer</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createRenderState"><span class="type-signature"></span><a href="#createRenderState" class="permalink" target="_self">createRenderState</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Validates and then finds or creates an immutable render state, which defines the pipeline
state for a <a href="DrawCommand.html" target="_self">DrawCommand</a> or <a href="ClearCommand.html" target="_self">ClearCommand</a>.  All inputs states are optional.  Omitted states
use the defaults shown in the example below.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		<th>Default</th>
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>renderState</code></td>
            
            
            <td class="type">
            
                        Object
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    undefined
                
                </td>
            
            
            <td class="description last">The states defining the render state as shown in the example below.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: renderState.lineWidth is out of range.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.frontFace.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.cull.face.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: scissorTest.rectangle.width and scissorTest.rectangle.height must be greater than or equal to zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: renderState.depthRange.near can't be greater than renderState.depthRange.far.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: renderState.depthRange.near must be greater than or equal to zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: renderState.depthRange.far must be less than or equal to zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.depthTest.func.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: renderState.blending.color components must be greater than or equal to zero and less than or equal to one
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.blending.equationRgb.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.blending.equationAlpha.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.blending.functionSourceRgb.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.blending.functionSourceAlpha.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.blending.functionDestinationRgb.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.blending.functionDestinationAlpha.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.stencilTest.frontFunction.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.stencilTest.backFunction.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.stencilTest.frontOperation.fail.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.stencilTest.frontOperation.zFail.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.stencilTest.frontOperation.zPass.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.stencilTest.backOperation.fail.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.stencilTest.backOperation.zFail.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid renderState.stencilTest.backOperation.zPass.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: renderState.viewport.width must be greater than or equal to zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: renderState.viewport.width must be less than or equal to the maximum viewport width.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: renderState.viewport.height must be greater than or equal to zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: renderState.viewport.height must be less than or equal to the maximum viewport height.
</div>

</li>
        </ul>
    
     
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">var defaults = {
    frontFace : WindingOrder.COUNTER_CLOCKWISE,
    cull : {
        enabled : false,
        face : CullFace.BACK
    },
    lineWidth : 1,
    polygonOffset : {
        enabled : false,
        factor : 0,
        units : 0
    },
    scissorTest : {
        enabled : false,
        rectangle : {
            x : 0,
            y : 0,
            width : 0,
            height : 0
        }
    },
    depthRange : {
        near : 0,
        far : 1
    },
    depthTest : {
        enabled : false,
        func : DepthFunction.LESS
     },
    colorMask : {
        red : true,
        green : true,
        blue : true,
        alpha : true
    },
    depthMask : true,
    stencilMask : ~0,
    blending : {
        enabled : false,
        color : {
            red : 0.0,
            green : 0.0,
            blue : 0.0,
            alpha : 0.0
        },
        equationRgb : BlendEquation.ADD,
        equationAlpha : BlendEquation.ADD,
        functionSourceRgb : BlendFunction.ONE,
        functionSourceAlpha : BlendFunction.ONE,
        functionDestinationRgb : BlendFunction.ZERO,
        functionDestinationAlpha : BlendFunction.ZERO
    },
    stencilTest : {
        enabled : false,
        frontFunction : StencilFunction.ALWAYS,
        backFunction : StencilFunction.ALWAYS,
        reference : 0,
        mask : ~0,
        frontOperation : {
            fail : StencilOperation.KEEP,
            zFail : StencilOperation.KEEP,
            zPass : StencilOperation.KEEP
        },
        backOperation : {
            fail : StencilOperation.KEEP,
            zFail : StencilOperation.KEEP,
            zPass : StencilOperation.KEEP
        }
    },
    sampleCoverage : {
        enabled : false,
        value : 1.0,
        invert : false
     },
    dither : true
};

// Same as just context.createRenderState().
var rs = context.createRenderState(defaults);</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1982</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="DrawCommand.html" target="_self">DrawCommand</a></li>
	
		<li><a href="ClearCommand.html" target="_self">ClearCommand</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createSampler"><span class="type-signature"></span><a href="#createSampler" class="permalink" target="_self">createSampler</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid sampler.wrapS.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid sampler.wrapT.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid sampler.minificationFilter.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid sampler.magnificationFilter.
</div>

</li>
        </ul>
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 2021</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createTexture2D" target="_self">Context#createTexture2D</a></li>
	
		<li><a href="Context.html#createCubeMap" target="_self">Context#createCubeMap</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createShaderProgram"><span class="type-signature"></span><a href="#createShaderProgram" class="permalink" target="_self">createShaderProgram</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Creates a shader program given the GLSL source for a vertex and fragment shader.
<br /><br />
The vertex and fragment shader are individually compiled, and then linked together
to create a shader program.  An exception is thrown if any errors are encountered,
as described below.
<br /><br />
The program's active uniforms and attributes are queried and can be accessed using
the returned shader program.  The caller can explicitly define the vertex
attribute indices using the optional <code>attributeLocations</code> argument as
shown in example two below.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		<th>Default</th>
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>vertexShaderSource</code></td>
            
            
            <td class="type">
            
                        String
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                </td>
            
            
            <td class="description last">The GLSL source for the vertex shader.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>fragmentShaderSource</code></td>
            
            
            <td class="type">
            
                        String
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                </td>
            
            
            <td class="description last">The GLSL source for the fragment shader.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>attributeLocations</code></td>
            
            
            <td class="type">
            
                        Object
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    undefined
                
                </td>
            
            
            <td class="description last">An optional object that maps vertex attribute names to indices for use with vertex arrays.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: Vertex shader failed to compile.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: Fragment shader failed to compile.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: Program failed to link.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type"><a href="ShaderProgram.html" target="_self">ShaderProgram</a></span> 
		
		 The compiled and linked shader program, ready for use in a draw call.
</div>

         
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">// Example 1. Create a shader program allowing the GL to determine
// attribute indices.
var vs = 'attribute vec4 position; void main() { gl_Position = position; }';
var fs = 'void main() { gl_FragColor = vec4(1.0); }';
var sp = context.createShaderProgram(vs, fs);

////////////////////////////////////////////////////////////////////////////////

// Example 2. Create a shader program with explicit attribute indices.
var vs = 'attribute vec4 position;' +
         'attribute vec3 normal;' +
         'void main() { ... }';
var fs = 'void main() { gl_FragColor = vec4(1.0); }';
var attributes = {
    position : 0,
    normal   : 1
};
sp = context.createShaderProgram(vs, fs, attributes);            *</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1170</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#draw" target="_self">Context#draw</a></li>
	
		<li><a href="Context.html#createVertexArray" target="_self">Context#createVertexArray</a></li>
	
		<li><a href="Context.html#getShaderCache" target="_self">Context#getShaderCache</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glCreateShader.xml'>glCreateShader</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glShaderSource.xml'>glShaderSource</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glCompileShader.xml'>glCompileShader</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glCreateProgram.xml'>glCreateProgram</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glAttachShader.xml'>glAttachShader</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glLinkProgram.xml'>glLinkProgram</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetShaderiv.xml'>glGetShaderiv</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetActiveUniform.xml'>glGetActiveUniform</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetUniformLocation.xml'>glGetUniformLocation</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetUniform.xml'>glGetUniform</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glBindAttribLocation.xml'>glBindAttribLocation</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetActiveAttrib.xml'>glGetActiveAttrib</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetAttribLocation.xml'>glGetAttribLocation</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createTexture2D"><span class="type-signature"></span><a href="#createTexture2D" class="permalink" target="_self">createTexture2D</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA.

options.source can be {ImageData}, {HTMLImageElement}, {HTMLCanvasElement}, or {HTMLVideoElement}.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: When options.pixelFormat is DEPTH_COMPONENT or DEPTH_STENCIL, this WebGL implementation must support WEBGL_depth_texture.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: When options.pixelDatatype is FLOAT, this WebGL implementation must support the OES_texture_float extension.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: options requires a source field to create an initialized texture or width and height fields to create a blank texture.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Width must be greater than zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Width must be less than or equal to the maximum texture size.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Height must be greater than zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Height must be less than or equal to the maximum texture size.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid options.pixelFormat.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid options.pixelDatatype.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: When options.pixelFormat is DEPTH_COMPONENT, options.pixelDatatype must be UNSIGNED_SHORT or UNSIGNED_INT.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: When options.pixelFormat is DEPTH_STENCIL, options.pixelDatatype must be UNSIGNED_INT_24_8_WEBGL.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: When options.pixelFormat is DEPTH_COMPONENT or DEPTH_STENCIL, source cannot be provided.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type"><a href="Texture.html" target="_self">Texture</a></span> 
		
		 DOC_TBA.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1431</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createTexture2DFromFramebuffer" target="_self">Context#createTexture2DFromFramebuffer</a></li>
	
		<li><a href="Context.html#createCubeMap" target="_self">Context#createCubeMap</a></li>
	
		<li><a href="Context.html#createSampler" target="_self">Context#createSampler</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createTexture2DFromFramebuffer"><span class="type-signature"></span><a href="#createTexture2DFromFramebuffer" class="permalink" target="_self">createTexture2DFromFramebuffer</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Creates a texture, and copies a subimage of the framebuffer to it.  When called without arguments,
the texture is the same width and height as the framebuffer and contains its contents.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		<th>Default</th>
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>pixelFormat</code></td>
            
            
            <td class="type">
            
                        <a href="PixelFormat.html" target="_self">PixelFormat</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    PixelFormat.RGB
                
                </td>
            
            
            <td class="description last">The texture's internal pixel format.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>framebufferXOffset</code></td>
            
            
            <td class="type">
            
                        <a href="PixelFormat.html" target="_self">PixelFormat</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    0
                
                </td>
            
            
            <td class="description last">An offset in the x direction in the framebuffer where copying begins from.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>framebufferYOffset</code></td>
            
            
            <td class="type">
            
                        <a href="PixelFormat.html" target="_self">PixelFormat</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    0
                
                </td>
            
            
            <td class="description last">An offset in the y direction in the framebuffer where copying begins from.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>width</code></td>
            
            
            <td class="type">
            
                        <a href="PixelFormat.html" target="_self">PixelFormat</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    canvas.clientWidth
                
                </td>
            
            
            <td class="description last">The width of the texture in texels.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>height</code></td>
            
            
            <td class="type">
            
                        <a href="PixelFormat.html" target="_self">PixelFormat</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    canvas.clientHeight
                
                </td>
            
            
            <td class="description last">The height of the texture in texels.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid pixelFormat.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: pixelFormat cannot be DEPTH_COMPONENT or DEPTH_STENCIL.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: framebufferXOffset must be greater than or equal to zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: framebufferYOffset must be greater than or equal to zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: framebufferXOffset + width must be less than or equal to getCanvas().clientWidth.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: framebufferYOffset + height must be less than or equal to getCanvas().clientHeight.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type"><a href="Texture.html" target="_self">Texture</a></span> 
		
		 A texture with contents from the framebuffer.
</div>

         
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">// Create a texture with the contents of the framebuffer.
var t = context.createTexture2DFromFramebuffer();</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1556</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createTexture2D" target="_self">Context#createTexture2D</a></li>
	
		<li><a href="Context.html#createCubeMap" target="_self">Context#createCubeMap</a></li>
	
		<li><a href="Context.html#createSampler" target="_self">Context#createSampler</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createTextureAtlas"><span class="type-signature"></span><a href="#createTextureAtlas" class="permalink" target="_self">createTextureAtlas</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Creates a new texture atlas with this context.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		<th>Default</th>
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>options.pixelFormat</code></td>
            
            
            <td class="type">
            
                        <a href="PixelFormat.html" target="_self">PixelFormat</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    PixelFormat.RGBA
                
                </td>
            
            
            <td class="description last">The pixel format of the texture.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>options.borderWidthInPixels</code></td>
            
            
            <td class="type">
            
                        Number
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    1
                
                </td>
            
            
            <td class="description last">The amount of spacing between adjacent images in pixels.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>options.initialSize</code></td>
            
            
            <td class="type">
            
                        <a href="Cartesian2.html" target="_self">Cartesian2</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    new Cartesian2(16.0, 16.0)
                
                </td>
            
            
            <td class="description last">The initial side lengths of the texture.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>options.images</code></td>
            
            
            <td class="type">
            
                        Array
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    undefined
                
                </td>
            
            
            <td class="description last">Array of Image to be added to the atlas. Same as calling addImages(images).</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>options.image</code></td>
            
            
            <td class="type">
            
                        Image
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    undefined
                
                </td>
            
            
            <td class="description last">Single image to be added to the atlas. Same as calling addImage(image).</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type"><a href="TextureAtlas.html" target="_self">TextureAtlas</a></span> 
		
		 The new texture atlas.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1617</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="TextureAtlas.html" target="_self">TextureAtlas</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createVertexArray"><span class="type-signature"></span><a href="#createVertexArray" class="permalink" target="_self">createVertexArray</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Creates a vertex array, which defines the attributes making up a vertex, and contains an optional index buffer
to select vertices for rendering.  Attributes are defined using object literals as shown in Example 1 below.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		<th>Default</th>
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>attributes</code></td>
            
            
            <td class="type">
            
                        Array
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    undefined
                
                </td>
            
            
            <td class="description last">An optional array of attributes.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>indexBuffer</code></td>
            
            
            <td class="type">
            
                        IndexBuffer
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    undefined
                
                </td>
            
            
            <td class="description last">An optional index buffer.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Attribute must have a <code>vertexBuffer</code>.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Attribute must have a <code>componentsPerAttribute</code>.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Attribute must have a valid <code>componentDatatype</code> or not specify it.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Attribute must have a <code>strideInBytes</code> less than or equal to 255 or not specify it.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Index n is used by more than one attribute.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type"><a href="VertexArray.html" target="_self">VertexArray</a></span> 
		
		 The vertex array, ready for use with drawing.
</div>

         
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">// Example 1. Create a vertex array with vertices made up of three floating point
// values, e.g., a position, from a single vertex buffer.  No index buffer is used.
var positionBuffer = context.createVertexBuffer(12, BufferUsage.STATIC_DRAW);
var attributes = [
    {
        index                  : 0,
        enabled                : true,
        vertexBuffer           : positionBuffer,
        componentsPerAttribute : 3,
        componentDatatype      : ComponentDatatype.FLOAT,
        normalize              : false,
        offsetInBytes          : 0,
        strideInBytes          : 0 // tightly packed
    }
];
var va = context.createVertexArray(attributes);

////////////////////////////////////////////////////////////////////////////////

// Example 2. Create a vertex array with vertices from two different vertex buffers.
// Each vertex has a three-component position and three-component normal.
var positionBuffer = context.createVertexBuffer(12, BufferUsage.STATIC_DRAW);
var normalBuffer = context.createVertexBuffer(12, BufferUsage.STATIC_DRAW);
var attributes = [
    {
        index                  : 0,
        vertexBuffer           : positionBuffer,
        componentsPerAttribute : 3,
        componentDatatype      : ComponentDatatype.FLOAT
    },
    {
        index                  : 1,
        vertexBuffer           : normalBuffer,
        componentsPerAttribute : 3,
        componentDatatype      : ComponentDatatype.FLOAT
    }
];
var va = context.createVertexArray(attributes);

////////////////////////////////////////////////////////////////////////////////

// Example 3. Creates the same vertex layout as Example 2 using a single
// vertex buffer, instead of two.
var buffer = context.createVertexBuffer(24, BufferUsage.STATIC_DRAW);
var attributes = [
    {
        vertexBuffer           : buffer,
        componentsPerAttribute : 3,
        componentDatatype      : ComponentDatatype.FLOAT,
        offsetInBytes          : 0,
        strideInBytes          : 24
    },
    {
        vertexBuffer           : buffer,
        componentsPerAttribute : 3,
        componentDatatype      : ComponentDatatype.FLOAT,
        normalize              : true,
        offsetInBytes          : 12,
        strideInBytes          : 24
    }
];
var va = context.createVertexArray(attributes);</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1401</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createVertexArrayFromGeometry" target="_self">Context#createVertexArrayFromGeometry</a></li>
	
		<li><a href="Context.html#createVertexBuffer" target="_self">Context#createVertexBuffer</a></li>
	
		<li><a href="Context.html#createIndexBuffer" target="_self">Context#createIndexBuffer</a></li>
	
		<li><a href="Context.html#draw" target="_self">Context#draw</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createVertexArrayFromGeometry"><span class="type-signature"></span><a href="#createVertexArrayFromGeometry" class="permalink" target="_self">createVertexArrayFromGeometry</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Creates a vertex array from a geometry.  A geometry contains vertex attributes and optional index data
in system memory, whereas a vertex array contains vertex buffers and an optional index buffer in WebGL
memory for use with rendering.
<br /><br />
The <code>geometry</code> argument should use the standard layout like the geometry returned by <a href="BoxGeometry.html" target="_self">BoxGeometry</a>.
<br /><br />
<code>creationArguments</code> can have four properties:
<ul>
  <li><code>geometry</code>:  The source geometry containing data used to create the vertex array.</li>
  <li><code>attributeLocations</code>:  An object that maps geometry attribute names to vertex shader attribute locations.</li>
  <li><code>bufferUsage</code>:  The expected usage pattern of the vertex array's buffers.  On some WebGL implementations, this can significantly affect performance.  See <a href="BufferUsage.html" target="_self">BufferUsage</a>.  Default: <code>BufferUsage.DYNAMIC_DRAW</code>.</li>
  <li><code>vertexLayout</code>:  Determines if all attributes are interleaved in a single vertex buffer or if each attribute is stored in a separate vertex buffer.  Default: <code>VertexLayout.SEPARATE</code>.</li>
</ul>
<br />
If <code>creationArguments</code> is not specified or the <code>geometry</code> contains no data, the returned vertex array is empty.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		<th>Default</th>
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>creationArguments</code></td>
            
            
            <td class="type">
            
                        Object
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
                <td class="default">
                
                    undefined
                
                </td>
            
            
            <td class="description last">An object defining the geometry, attribute indices, buffer usage, and vertex layout used to create the vertex array.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="RuntimeError.html" target="_self">RuntimeError</a></span> 
		
	: Each attribute list must have the same number of vertices.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: The geometry must have zero or one index lists.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Index n is used by more than one attribute.
</div>

</li>
        </ul>
    
     
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">// Example 1. Creates a vertex array for rendering a box.  The default dynamic draw
// usage is used for the created vertex and index buffer.  The attributes are not
// interleaved by default.
var geometry = new BoxGeometry();
var va = context.createVertexArrayFromGeometry({
    geometry           : geometry,
    attributeLocations : GeometryPipeline.createAttributeLocations(geometry),
});

////////////////////////////////////////////////////////////////////////////////

// Example 2. Creates a vertex array with interleaved attributes in a
// single vertex buffer.  The vertex and index buffer have static draw usage.
var va = context.createVertexArrayFromGeometry({
    geometry           : geometry,
    attributeLocations : GeometryPipeline.createAttributeLocations(geometry),
    bufferUsage        : BufferUsage.STATIC_DRAW,
    vertexLayout       : VertexLayout.INTERLEAVED
});

////////////////////////////////////////////////////////////////////////////////

// Example 3.  When the caller destroys the vertex array, it also destroys the
// attached vertex buffer(s) and index buffer.
va = va.destroy();</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 2557</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createVertexArray" target="_self">Context#createVertexArray</a></li>
	
		<li><a href="Context.html#createVertexBuffer" target="_self">Context#createVertexBuffer</a></li>
	
		<li><a href="Context.html#createIndexBuffer" target="_self">Context#createIndexBuffer</a></li>
	
		<li><a href="GeometryPipeline.html#createAttributeLocations" target="_self">GeometryPipeline.createAttributeLocations</a></li>
	
		<li><a href="ShaderProgram.html" target="_self">ShaderProgram</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="createVertexBuffer"><span class="type-signature"></span><a href="#createVertexBuffer" class="permalink" target="_self">createVertexBuffer</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Creates a vertex buffer, which contains untyped vertex data in GPU-controlled memory.
<br /><br />
A vertex array defines the actual makeup of a vertex, e.g., positions, normals, texture coordinates,
etc., by interpreting the raw data in one or more vertex buffers.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>typedArrayOrSizeInBytes</code></td>
            
            
            <td class="type">
            
                        ArrayBufferView
                         | 
                    
                        Number
                        
                    
            </td>
            
            
            
            
            
            <td class="description last">A typed array containing the data to copy to the buffer, or a <code>Number</code> defining the size of the buffer in bytes.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>usage</code></td>
            
            
            <td class="type">
            
                        <a href="BufferUsage.html" target="_self">BufferUsage</a>
                        
                    
            </td>
            
            
            
            
            
            <td class="description last">Specifies the expected usage pattern of the buffer.  On some GL implementations, this can significantly affect performance.  See <a href="BufferUsage.html" target="_self">BufferUsage</a>.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: The size in bytes must be greater than zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Invalid <code>usage</code>.
</div>

</li>
        </ul>
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">VertexBuffer</span> 
		
		 The vertex buffer, ready to be attached to a vertex array.
</div>

         
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">// Example 1. Create a dynamic vertex buffer 16 bytes in size.
var buffer = context.createVertexBuffer(16, BufferUsage.DYNAMIC_DRAW);

////////////////////////////////////////////////////////////////////////////////

// Example 2. Create a dynamic vertex buffer from three floating-point values.
// The data copied to the vertex buffer is considered raw bytes until it is
// interpreted as vertices using a vertex array.
var positionBuffer = context.createVertexBuffer(new Float32Array([0, 0, 0]),
    BufferUsage.STATIC_DRAW);</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1239</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createVertexArray" target="_self">Context#createVertexArray</a></li>
	
		<li><a href="Context.html#createIndexBuffer" target="_self">Context#createIndexBuffer</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGenBuffer.xml'>glGenBuffer</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glBindBuffer.xml'>glBindBuffer</a> with <code>ARRAY_BUFFER</code></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glBufferData.xml'>glBufferData</a> with <code>ARRAY_BUFFER</code></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="draw"><span class="type-signature"></span><a href="#draw" class="permalink" target="_self">draw</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Executes the specified draw command.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		<th>Argument</th>
		
		
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>drawCommand</code></td>
            
            
            <td class="type">
            
                        <a href="DrawCommand.html" target="_self">DrawCommand</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    
                
                </td>
            
            
            
            
            <td class="description last">The command with which to draw.</td>
        </tr>
	
	
	
        <tr>
            
                <td class="name"><code>passState</code></td>
            
            
            <td class="type">
            
                        <a href="PassState.html" target="_self">PassState</a>
                        
                    
            </td>
            
            
                <td class="attributes">
                
                    &lt;optional><br>
                
                    
                
                </td>
            
            
            
            
            <td class="description last">The state for the current rendering pass</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: drawCommand is required.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: drawCommand.primitiveType is required and must be valid.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: drawCommand.shaderProgram is required.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: drawCommand.vertexArray is required.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: drawCommand.offset must be omitted or greater than or equal to zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: drawCommand.count must be omitted or greater than or equal to zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Program validation failed.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: Framebuffer is not complete.
</div>

</li>
        </ul>
    
     
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">// Example 1.  Draw a single triangle specifying only required arguments
context.draw({
    primitiveType : PrimitiveType.TRIANGLES,
    shaderProgram : sp,
    vertexArray   : va,
});

////////////////////////////////////////////////////////////////////////////////

// Example 2.  Draw a single triangle specifying every argument
context.draw({
    primitiveType : PrimitiveType.TRIANGLES,
    offset        : 0,
    count         : 3,
    framebuffer   : fb,
    shaderProgram : sp,
    vertexArray   : va,
    renderState   : rs
});</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 2292</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createShaderProgram" target="_self">Context#createShaderProgram</a></li>
	
		<li><a href="Context.html#createVertexArray" target="_self">Context#createVertexArray</a></li>
	
		<li><a href="Context.html#createFramebuffer" target="_self">Context#createFramebuffer</a></li>
	
		<li><a href="Context.html#createRenderState" target="_self">Context#createRenderState</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getAlphaBits"><span class="type-signature"></span><a href="#getAlphaBits" class="permalink" target="_self">getAlphaBits</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the number of alpha bits per component in the default framebuffer's color buffer.  The minimum is eight.
<br /><br />
The alpha channel is used for GL destination alpha operations and by the HTML compositor to combine the color buffer
with the rest of the page.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The number of alpha bits per component in the color buffer.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 499</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>ALPHA_BITS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getAntialias"><span class="type-signature"></span><a href="#getAntialias" class="permalink" target="_self">getAntialias</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns <code>true</code> if the WebGL context supports antialiasing.  By default
antialiasing is requested, but it is not supported by all systems.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Boolean</span> 
		
		 <code>true</code> if antialiasing is supported.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 773</li></ul></dd>
	
    -->
    
	
     
	
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getBlueBits"><span class="type-signature"></span><a href="#getBlueBits" class="permalink" target="_self">getBlueBits</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the number of blue bits per component in the default framebuffer's color buffer.  The minimum is eight.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The number of blue bits per component in the color buffer.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>BLUE_BITS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getCanvas"><span class="type-signature"></span><a href="#getCanvas" class="permalink" target="_self">getCanvas</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the canvas assoicated with this context.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">HTMLCanvasElement</span> 
		
		 The canvas assoicated with this context.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
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</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getDefaultCubeMap"><span class="type-signature"></span><a href="#getDefaultCubeMap" class="permalink" target="_self">getDefaultCubeMap</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns a cube map, where each face is a 1x1 RGBA texture initialized to
[255, 255, 255, 255].  This can be used as a placeholder cube map while
other cube maps are downloaded.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
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</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getDefaultTexture"><span class="type-signature"></span><a href="#getDefaultTexture" class="permalink" target="_self">getDefaultTexture</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns a 1x1 RGBA texture initialized to [255, 255, 255, 255].  This can
be used as a placeholder texture while other textures are downloaded.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
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</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getDepthBits"><span class="type-signature"></span><a href="#getDepthBits" class="permalink" target="_self">getDepthBits</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the number of depth bits per pixel in the default bound framebuffer.  The minimum is 16 bits; most
implementations will have 24 bits.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The number of depth bits per pixel in the default bound framebuffer.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 512</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>DEPTH_BITS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getDepthTexture"><span class="type-signature"></span><a href="#getDepthTexture" class="permalink" target="_self">getDepthTexture</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns <code>true</code> if WEBGL_depth_texture is supported.  This extension provides
access to depth textures that, for example, can be attached to framebuffers for shadow mapping.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Boolean</span> 
		
		 <code>true</code> if WEBGL_depth_texture is supported; otherwise, <code>false</code>.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 818</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/'>WEBGL_depth_texture</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getDrawBuffers"><span class="type-signature"></span><a href="#getDrawBuffers" class="permalink" target="_self">getDrawBuffers</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns <code>true</code> if the WEBGL_draw_buffers extension is supported. This
extensions provides support for multiple render targets. The framebuffer object can have mutiple
color attachments and the GLSL fragment shader can write to the built-in output array <code>gl_FragData</code>.
A shader using this feature needs to explicitly enable the extension with
<code>#extension GL_EXT_draw_buffers : enable</code>.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Boolean</span> 
		
		 <code>true</code> if WEBGL_draw_buffers is supported; otherwise, <code>false</code>.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 904</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/registry/webgl/extensions/WEBGL_draw_buffers/'>WEBGL_draw_buffers</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getDrawingBufferHeight"><span class="type-signature"></span><a href="#getDrawingBufferHeight" class="permalink" target="_self">getDrawingBufferHeight</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the drawingBufferWidth of the underlying GL context.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The value in the drawingBufferWidth property of the underlying GL context.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1092</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferWidth'>drawingBufferWidth</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getDrawingBufferWidth"><span class="type-signature"></span><a href="#getDrawingBufferWidth" class="permalink" target="_self">getDrawingBufferWidth</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the drawingBufferHeight of the underlying GL context.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The value in the drawingBufferHeight property of the underlying GL context.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1105</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight'>drawingBufferHeight</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getElementIndexUint"><span class="type-signature"></span><a href="#getElementIndexUint" class="permalink" target="_self">getElementIndexUint</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns <code>true</code> if the OES_element_index_uint extension is supported.  This
extension allows the use of unsigned int indices, which can improve performance by
eliminating batch breaking caused by unsigned short indices.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Boolean</span> 
		
		 <code>true</code> if OES_element_index_uint is supported; otherwise, <code>false</code>.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 804</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/registry/webgl/extensions/OES_element_index_uint/'>OES_element_index_uint</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getFloatingPointTexture"><span class="type-signature"></span><a href="#getFloatingPointTexture" class="permalink" target="_self">getFloatingPointTexture</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns <code>true</code> if OES_texture_float is supported.  This extension provides
access to floating point textures that, for example, can be attached to framebuffers for high dynamic range.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Boolean</span> 
		
		 <code>true</code> if OES_texture_float is supported; otherwise, <code>false</code>.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 832</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/registry/gles/extensions/OES/OES_texture_float.txt'>OES_texture_float</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getFragmentDepth"><span class="type-signature"></span><a href="#getFragmentDepth" class="permalink" target="_self">getFragmentDepth</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns <code>true</code> if the EXT_frag_depth extension is supported.  This
extension provides access to the <code>gl_FragDepthEXT<code> built-in output variable
from GLSL fragment shaders.  A shader using these functions still needs to explicitly enable the
extension with <code>#extension GL_EXT_frag_depth : enable</code>.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Boolean</span> 
		
		 <code>true</code> if EXT_frag_depth is supported; otherwise, <code>false</code>.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 887</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/registry/webgl/extensions/EXT_frag_depth/'>EXT_frag_depth</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getGreenBits"><span class="type-signature"></span><a href="#getGreenBits" class="permalink" target="_self">getGreenBits</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the number of green bits per component in the default framebuffer's color buffer.  The minimum is eight.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The number of green bits per component in the color buffer.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 472</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>GREEN_BITS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getId"><span class="type-signature"></span><a href="#getId" class="permalink" target="_self">getId</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns a unique ID for this context.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">String</span> 
		
		 A unique ID for this context.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
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</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getLogShaderCompilation"><span class="type-signature"></span><a href="#getLogShaderCompilation" class="permalink" target="_self">getLogShaderCompilation</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1014</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#setLogShaderCompilation" target="_self">Context#setLogShaderCompilation</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumAliasedLineWidth"><span class="type-signature"></span><a href="#getMaximumAliasedLineWidth" class="permalink" target="_self">getMaximumAliasedLineWidth</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum aliased line width, in pixels, supported by this WebGL implementation.  It will be at least one.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum aliased line in pixels.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 705</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMinimumAliasedLineWidth" target="_self">Context#getMinimumAliasedLineWidth</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>ALIASED_LINE_WIDTH_RANGE</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumAliasedPointSize"><span class="type-signature"></span><a href="#getMaximumAliasedPointSize" class="permalink" target="_self">getMaximumAliasedPointSize</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum aliased point size, in pixels, supported by this WebGL implementation.  It will be at least one.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum aliased point size in pixels.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 733</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMinimumAliasedPointSize" target="_self">Context#getMinimumAliasedPointSize</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>ALIASED_POINT_SIZE_RANGE</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumColorAttachments"><span class="type-signature"></span><a href="#getMaximumColorAttachments" class="permalink" target="_self">getMaximumColorAttachments</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum number of color attachments supported.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum number of color attachments supported.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumCombinedTextureImageUnits"><span class="type-signature"></span><a href="#getMaximumCombinedTextureImageUnits" class="permalink" target="_self">getMaximumCombinedTextureImageUnits</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum number of texture units that can be used from the vertex and fragment
shader with this WebGL implementation.  The minimum is eight.  If both shaders access the
same texture unit, this counts as two texture units.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum supported texture image units.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 541</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMaximumTextureImageUnits" target="_self">Context#getMaximumTextureImageUnits</a></li>
	
		<li><a href="Context.html#getMaximumVertexTextureImageUnits" target="_self">Context#getMaximumVertexTextureImageUnits</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_COMBINED_TEXTURE_IMAGE_UNITS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumCubeMapSize"><span class="type-signature"></span><a href="#getMaximumCubeMapSize" class="permalink" target="_self">getMaximumCubeMapSize</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the approximate maximum cube mape width and height supported by this WebGL implementation.
The minimum is 16, but most desktop and laptop implementations will support much larger sizes like 8,192.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The approximate maximum cube mape width and height.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 557</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createCubeMap" target="_self">Context#createCubeMap</a></li>
	
		<li><a href="Context.html#getMaximumTextureSize" target="_self">Context#getMaximumTextureSize</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_CUBE_MAP_TEXTURE_SIZE</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumDrawBuffers"><span class="type-signature"></span><a href="#getMaximumDrawBuffers" class="permalink" target="_self">getMaximumDrawBuffers</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum number of simultaneous outputs that may be written in a fragment shader.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum number of draw buffers supported.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumFragmentUniformVectors"><span class="type-signature"></span><a href="#getMaximumFragmentUniformVectors" class="permalink" target="_self">getMaximumFragmentUniformVectors</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum number of <code>vec4</code>, <code>ivec4</code>, and <code>bvec4</code>
uniforms that can be used by a fragment shader with this WebGL implementation.  The minimum is 16.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum number of <code>vec4</code>, <code>ivec4</code>, and <code>bvec4</code> uniforms that can be used by a fragment shader.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 572</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMaximumVertexUniformVectors" target="_self">Context#getMaximumVertexUniformVectors</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_FRAGMENT_UNIFORM_VECTORS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumRenderbufferSize"><span class="type-signature"></span><a href="#getMaximumRenderbufferSize" class="permalink" target="_self">getMaximumRenderbufferSize</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum renderbuffer width and height supported by this WebGL implementation.
The minimum is 16, but most desktop and laptop implementations will support much larger sizes like 8,192.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum renderbuffer width and height.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 602</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createRenderbuffer" target="_self">Context#createRenderbuffer</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_RENDERBUFFER_SIZE</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumTextureFilterAnisotropy"><span class="type-signature"></span><a href="#getMaximumTextureFilterAnisotropy" class="permalink" target="_self">getMaximumTextureFilterAnisotropy</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getTextureFilterAnisotropic" target="_self">Context#getTextureFilterAnisotropic</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumTextureImageUnits"><span class="type-signature"></span><a href="#getMaximumTextureImageUnits" class="permalink" target="_self">getMaximumTextureImageUnits</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum number of texture units that can be used from the fragment shader with this WebGL implementation.  The minimum is eight.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum number of texture units that can be used from the fragment shader.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 587</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMaximumCombinedTextureImageUnits" target="_self">Context#getMaximumCombinedTextureImageUnits</a></li>
	
		<li><a href="Context.html#getMaximumVertexTextureImageUnits" target="_self">Context#getMaximumVertexTextureImageUnits</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_TEXTURE_IMAGE_UNITS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumTextureSize"><span class="type-signature"></span><a href="#getMaximumTextureSize" class="permalink" target="_self">getMaximumTextureSize</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the approximate maximum texture width and height supported by this WebGL implementation.
The minimum is 64, but most desktop and laptop implementations will support much larger sizes like 8,192.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The approximate maximum texture width and height.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 618</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createTexture2D" target="_self">Context#createTexture2D</a></li>
	
		<li><a href="Context.html#getMaximumCubeMapSize" target="_self">Context#getMaximumCubeMapSize</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_TEXTURE_SIZE</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumVaryingVectors"><span class="type-signature"></span><a href="#getMaximumVaryingVectors" class="permalink" target="_self">getMaximumVaryingVectors</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum number of <code>vec4</code> varying variables supported by this WebGL implementation.
The minimum is eight.  Matrices and arrays count as multiple <code>vec4</code>s.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 Returns the maximum number of <code>vec4</code> varying variables.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 632</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_VARYING_VECTORS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumVertexAttributes"><span class="type-signature"></span><a href="#getMaximumVertexAttributes" class="permalink" target="_self">getMaximumVertexAttributes</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum number of <code>vec4</code> vertex attributes supported by this WebGL implementation.  The minimum is eight.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum number of <code>vec4</code> vertex attributes.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 646</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createVertexArray" target="_self">Context#createVertexArray</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_VERTEX_ATTRIBS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumVertexTextureImageUnits"><span class="type-signature"></span><a href="#getMaximumVertexTextureImageUnits" class="permalink" target="_self">getMaximumVertexTextureImageUnits</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum number of texture units that can be used from the vertex shader with this WebGL implementation.
The minimum is zero, which means the GL does not support vertex texture fetch.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum number of texture units that can be used from the vertex shader.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 662</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMaximumCombinedTextureImageUnits" target="_self">Context#getMaximumCombinedTextureImageUnits</a></li>
	
		<li><a href="Context.html#getMaximumTextureImageUnits" target="_self">Context#getMaximumTextureImageUnits</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_VERTEX_TEXTURE_IMAGE_UNITS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumVertexUniformVectors"><span class="type-signature"></span><a href="#getMaximumVertexUniformVectors" class="permalink" target="_self">getMaximumVertexUniformVectors</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum number of <code>vec4</code>, <code>ivec4</code>, and <code>bvec4</code>
uniforms that can be used by a vertex shader with this WebGL implementation.  The minimum is 16.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum number of <code>vec4</code>, <code>ivec4</code>, and <code>bvec4</code> uniforms that can be used by a vertex shader.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 677</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMaximumFragmentUniformVectors" target="_self">Context#getMaximumFragmentUniformVectors</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_VERTEX_UNIFORM_VECTORS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumViewportHeight"><span class="type-signature"></span><a href="#getMaximumViewportHeight" class="permalink" target="_self">getMaximumViewportHeight</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum supported height of the viewport.  It will be at least as large as the visible height of the associated canvas.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum supported height of the viewport.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 761</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMaximumViewportHeight" target="_self">Context#getMaximumViewportHeight</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_VIEWPORT_DIMS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMaximumViewportWidth"><span class="type-signature"></span><a href="#getMaximumViewportWidth" class="permalink" target="_self">getMaximumViewportWidth</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the maximum supported width of the viewport.  It will be at least as large as the visible width of the associated canvas.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The maximum supported width of the viewport.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 747</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMaximumViewportHeight" target="_self">Context#getMaximumViewportHeight</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>MAX_VIEWPORT_DIMS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMinimumAliasedLineWidth"><span class="type-signature"></span><a href="#getMinimumAliasedLineWidth" class="permalink" target="_self">getMinimumAliasedLineWidth</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the minimum aliased line width, in pixels, supported by this WebGL implementation.  It will be at most one.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The minimum aliased line in pixels.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 691</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMaximumAliasedLineWidth" target="_self">Context#getMaximumAliasedLineWidth</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>ALIASED_LINE_WIDTH_RANGE</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getMinimumAliasedPointSize"><span class="type-signature"></span><a href="#getMinimumAliasedPointSize" class="permalink" target="_self">getMinimumAliasedPointSize</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the minimum aliased point size, in pixels, supported by this WebGL implementation.  It will be at most one.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The minimum aliased point size in pixels.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 719</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getMaximumAliasedPointSize" target="_self">Context#getMaximumAliasedPointSize</a></li>
	
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>ALIASED_POINT_SIZE_RANGE</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getObjectByPickColor"><span class="type-signature"></span><a href="#getObjectByPickColor" class="permalink" target="_self">getObjectByPickColor</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Gets the object associated with a pick color.
    </p>
    
    
	
	
    
    
    
        <h5>Parameters:</h5>
        

<table class="params">
    <thead>
	<tr>
		
		<th>Name</th>
		
		
		<th>Type</th>
		
		
		
		
		
		<th class="last">Description</th>
	</tr>
	</thead>
	
	<tbody>
	
	
        <tr>
            
                <td class="name"><code>The</code></td>
            
            
            <td class="type">
            
                        <a href="Color.html" target="_self">Color</a>
                        
                    
            </td>
            
            
            
            
            
            <td class="description last">pick color.</td>
        </tr>
	
	
	</tbody>
</table>
    
    
    
    
    
    <h5>Throws:</h5>
    
            
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: pickColor is required.
</div>


        
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Object</span> 
		
		 The object associated with the pick color, or undefined if no object is associated with that color.
</div>

         
    
    
        <h5>Example</h5>
        
    <pre class="code brush: js">var object = context.getObjectByPickColor(pickColor);</pre>

    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 2676</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createPickId" target="_self">Context#createPickId</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getRedBits"><span class="type-signature"></span><a href="#getRedBits" class="permalink" target="_self">getRedBits</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the number of red bits per component in the default framebuffer's color buffer.  The minimum is eight.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The number of red bits per component in the color buffer.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>RED_BITS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getRenderer"><span class="type-signature"></span><a href="#getRenderer" class="permalink" target="_self">getRenderer</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the name of the renderer/configuration/hardware platform. For example, this may be the model of the
video card, e.g., 'GeForce 8800 GTS/PCI/SSE2', or the browser-dependent name of the GL implementation, e.g.
'Mozilla' or 'ANGLE.'
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">String</span> 
		
		 The name of the renderer.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 448</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetString.xml'>glGetString</a> with <code>RENDERER</code>.</li>
	
		<li><a href='http://code.google.com/p/angleproject/'>ANGLE</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getShaderCache"><span class="type-signature"></span><a href="#getShaderCache" class="permalink" target="_self">getShaderCache</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
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	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 388</li></ul></dd>
	
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	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#createShaderProgram" target="_self">Context#createShaderProgram</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getShadingLanguageVersion"><span class="type-signature"></span><a href="#getShadingLanguageVersion" class="permalink" target="_self">getShadingLanguageVersion</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the version or release number for the shading language of the form WebGL&lt;space&gt;GLSL&lt;space&gt;ES&lt;space&gt;&lt;version number&gt;&lt;space&gt;&lt;vendor-specific information&gt;.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">String</span> 
		
		 The version or release number for the shading language.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 420</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetString.xml'>glGetString</a> with <code>SHADING_LANGUAGE_VERSION</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getStandardDerivatives"><span class="type-signature"></span><a href="#getStandardDerivatives" class="permalink" target="_self">getStandardDerivatives</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns <code>true</code> if the OES_standard_derivatives extension is supported.  This
extension provides access to <code>dFdx<code>, <code>dFdy<code>, and <code>fwidth<code>
functions from GLSL.  A shader using these functions still needs to explicitly enable the
extension with <code>#extension GL_OES_standard_derivatives : enable</code>.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Boolean</span> 
		
		 <code>true</code> if OES_standard_derivatives is supported; otherwise, <code>false</code>.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 789</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/registry/gles/extensions/OES/OES_standard_derivatives.txt'>OES_standard_derivatives</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getStencilBits"><span class="type-signature"></span><a href="#getStencilBits" class="permalink" target="_self">getStencilBits</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the number of stencil bits per pixel in the default bound framebuffer.  The minimum is eight bits.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Number</span> 
		
		 The number of stencil bits per pixel in the default bound framebuffer.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 524</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGet.xml'>glGet</a> with <code>STENCIL_BITS</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getTextureFilterAnisotropic"><span class="type-signature"></span><a href="#getTextureFilterAnisotropic" class="permalink" target="_self">getTextureFilterAnisotropic</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Boolean</span> 
		
		 <code>true</code> if EXT_texture_filter_anisotropic is supported; otherwise, <code>false</code>.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 845</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/registry/webgl/extensions/EXT_texture_filter_anisotropic/'>EXT_texture_filter_anisotropic</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getThrowOnWebGLError"><span class="type-signature"></span><a href="#getThrowOnWebGLError" class="permalink" target="_self">getThrowOnWebGLError</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 987</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#setThrowOnWebGLError" target="_self">Context#setThrowOnWebGLError</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getUniformState"><span class="type-signature"></span><a href="#getUniformState" class="permalink" target="_self">getUniformState</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 396</li></ul></dd>
	
    -->
    
	
     
	
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getValidateFramebuffer"><span class="type-signature"></span><a href="#getValidateFramebuffer" class="permalink" target="_self">getValidateFramebuffer</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 937</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#setValidateFramebuffer" target="_self">Context#setValidateFramebuffer</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getValidateShaderProgram"><span class="type-signature"></span><a href="#getValidateShaderProgram" class="permalink" target="_self">getValidateShaderProgram</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 962</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#setValidateShaderProgram" target="_self">Context#setValidateShaderProgram</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getVendor"><span class="type-signature"></span><a href="#getVendor" class="permalink" target="_self">getVendor</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the company responsible for the WebGL implementation.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">String</span> 
		
		 The company responsible for the WebGL implementation.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 432</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetString.xml'>glGetString</a> with <code>VENDOR</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getVersion"><span class="type-signature"></span><a href="#getVersion" class="permalink" target="_self">getVersion</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns the WebGL version or release number of the form &lt;WebGL&gt;&lt;space&gt;&lt;version number&gt;&lt;space&gt;&lt;vendor-specific information&gt;.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">String</span> 
		
		 The WebGL version or release number.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 408</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/opengles/sdk/2.0/docs/man/glGetString.xml'>glGetString</a> with <code>VERSION</code>.</li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="getVertexArrayObject"><span class="type-signature"></span><a href="#getVertexArrayObject" class="permalink" target="_self">getVertexArrayObject</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        Returns <code>true</code> if the OES_vertex_array_object extension is supported.  This
extension can improve performance by reducing the overhead of switching vertex arrays.
When enabled, this extension is automatically used by <a href="VertexArray.html" target="_self">VertexArray</a>.
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
    
    <h5>Returns:</h5>
    
            
<div class="param-desc">
	
	
		<span class="param-type">Boolean</span> 
		
		 <code>true</code> if OES_vertex_array_object is supported; otherwise, <code>false</code>.
</div>

         
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 871</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href='http://www.khronos.org/registry/webgl/extensions/OES_vertex_array_object/'>OES_vertex_array_object</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="readPixels"><span class="type-signature"></span><a href="#readPixels" class="permalink" target="_self">readPixels</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    <h5>Throws:</h5>
    <ul>
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: readState.width must be greater than zero.
</div>

</li>
        
            <li>
<div class="param-desc">
    
		
		<span class="param-type"><a href="DeveloperError.html" target="_self">DeveloperError</a></span> 
		
	: readState.height must be greater than zero.
</div>

</li>
        </ul>
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 2337</li></ul></dd>
	
    -->
    
	
     
	
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="setLogShaderCompilation"><span class="type-signature"></span><a href="#setLogShaderCompilation" class="permalink" target="_self">setLogShaderCompilation</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1025</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#getLogShaderCompilation" target="_self">Context#getLogShaderCompilation</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="setThrowOnWebGLError"><span class="type-signature"></span><a href="#setThrowOnWebGLError" class="permalink" target="_self">setThrowOnWebGLError</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
		<h5>Performance:</h5>
		<p class="description">DOC_TBA: slow.</p>
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 1002</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#setValidateFramebuffer" target="_self">Context#setValidateFramebuffer</a></li>
	
		<li><a href="Context.html#setValidateShaderProgram" target="_self">Context#setValidateShaderProgram</a></li>
	
		<li><a href="Context.html#getThrowOnWebGLError" target="_self">Context#getThrowOnWebGLError</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="setValidateFramebuffer"><span class="type-signature"></span><a href="#setValidateFramebuffer" class="permalink" target="_self">setValidateFramebuffer</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
		<h5>Performance:</h5>
		<p class="description">DOC_TBA: slow.</p>
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 951</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#setValidateShaderProgram" target="_self">Context#setValidateShaderProgram</a></li>
	
		<li><a href="Context.html#getValidateFramebuffer" target="_self">Context#getValidateFramebuffer</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        
            
<dt>
    <h4 class="name" id="setValidateShaderProgram"><span class="type-signature"></span><a href="#setValidateShaderProgram" class="permalink" target="_self">setValidateShaderProgram</a></h4>
    
    
</dt>
<dd>
    
    
    <p class="description">
        DOC_TBA
    </p>
    
    
	
		<h5>Performance:</h5>
		<p class="description">DOC_TBA: slow.</p>
	
	
    
    
    
    
    
    
    
    
     
    
    
	
	
<dl class="details">
    
        
	
	
	
	
	
	
	
	
	
	
	
	
	
	<!--
	
	<dt class="tag-source">Source:</dt>
	<dd class="tag-source"><ul class="dummy"><li>Context.js, line 976</li></ul></dd>
	
    -->
    
	
     
	
	
	<h5>See:</h5>
	<ul class="see-list">
		<li><a href="Context.html#setValidateFramebuffer" target="_self">Context#setValidateFramebuffer</a></li>
	
		<li><a href="Context.html#getValidateShaderProgram" target="_self">Context#getValidateShaderProgram</a></li>
	</ul>
	
	
	

	
</dl>

	
	<div class="hr"></div>
</dd>

        </dl>
    
    
    
    
    
</article>

</section>  


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